bump: minor type: feat Engine sprite-render system (#85) — the engine already auto-*ticks* SpriteAnim and Motion; it now auto-*draws* too. Declare a `Sprite` component (id + optional offx/offy/scale/flip/tint/hidden, shipped from **ludic.core**) on an entity with a `Position` and the engine draws it each Render frame — no hand-written Render handler querying positions and calling `draw_sprite` per entity, and no hand animation (when the entity also carries `SpriteAnim`, the current frame is added to the base id). Registered on the compile-time engine-system registry for the Render phase and spliced only when a game declares `Sprite`, so a game that never declares it compiles byte-identically; a game wanting a custom draw omits `Sprite` (or `disable system esys_sprite`). Also **deprecates the bare `draw_sprite` / `draw_sprite_scaled` globals** in favour of the namespaced `Screen.sprite` / `Screen.sprite_scaled`: a direct bare call now emits a one-time compile-time deprecation note (the bare form still lowers, since `Screen.sprite` uses it), and the in-repo `chronorift` demo is migrated to the namespaced calls. Example: `examples/library/sprite_render.ludic`.